X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.c;h=4c8f76a755bc2e2f9f31d374085a7f8b199dafc9;hb=aa4c26eae2208872824e0eb5b71bc05c16d43242;hp=85cf9166f25ff00b2690e56add842c5917291827;hpb=f38069d2c55cd4b3b4c76a4b72321dfa4dd30439;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.c b/player.c index 85cf916..4c8f76a 100644 --- a/player.c +++ b/player.c @@ -42,6 +42,9 @@ void player__create( player_instance *inst ) inst->input_use = vg_create_named_input( "use", k_input_type_button ); inst->input_reset= vg_create_named_input( "reset", k_input_type_button ); inst->input_camera=vg_create_named_input( "camera", k_input_type_button ); + inst->input_trick0=vg_create_named_input( "trick0", k_input_type_button ); + inst->input_trick1=vg_create_named_input( "trick1", k_input_type_button ); + inst->input_trick2=vg_create_named_input( "trick2", k_input_type_button ); const char *default_cfg[] = { @@ -61,6 +64,12 @@ void player__create( player_instance *inst ) "bind jump space", "bind jump gp-a", + "bind trick0 mouse1", + "bind trick0 gp-a", + "bind trick1 mouse2", + "bind trick1 gp-b", + "bind trick2 gp-x", /* keyboard: m0 + m1 */ + "bind push gp-b", "bind push w", @@ -169,8 +178,12 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport ) m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v ); } +__attribute__ ((deprecated)) VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d ) { + v3_copy( angles, d ); + return; + v3f fwd_dir = { cosf(angles[0]), 0.0f, sinf(angles[0])}; @@ -188,10 +201,18 @@ void player__pass_gate( player_instance *player, teleport_gate *gate ) { player->gate_waiting = gate; - gate_rotate_angles( gate, player->angles, player->angles ); m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf ); m3x3_mulv( gate->transport, player->cam_velocity_smooth, player->cam_velocity_smooth ); + + m3x3_copy( player->basis, player->basis_gate ); + + v4f q; + m3x3_q( gate->transport, q ); + q_mul( q, player->qbasis, player->qbasis ); + q_normalize( player->qbasis ); + q_m3x3( player->qbasis, player->basis ); + m3x3_transpose( player->basis, player->invbasis ); } VG_STATIC void player__pre_render( player_instance *player ) @@ -213,7 +234,7 @@ VG_STATIC void player__pre_render( player_instance *player ) { skeleton_lerp_pose( sk, res.pose, player->holdout_pose, player->holdout_time, res.pose ); - player->holdout_time -= vg.frame_delta * 4.0f; + player->holdout_time -= vg.frame_delta * 2.0f; } skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik ); @@ -221,15 +242,18 @@ VG_STATIC void player__pre_render( player_instance *player ) skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only ); skeleton_apply_inverses( sk ); skeleton_apply_transform( sk, transform ); + +#if 0 skeleton_debug( sk ); +#endif } if( _player_post_animate[ player->subsystem ] ) _player_post_animate[ player->subsystem ]( player ); struct player_avatar *av = player->playeravatar; - v3f vp0 = {0.0f,0.1f, 0.6f}, - vp1 = {0.0f,0.1f,-0.6f}; + v3f vp0 = {0.0f,0.1f, 0.55f}, + vp1 = {0.0f,0.1f,-0.55f}; m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 ); m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 ); @@ -239,13 +263,13 @@ VG_STATIC void player__pre_render( player_instance *player ) PLAYER_API void player__render( camera *cam, player_instance *player ) { - shader_viewchar_use(); + shader_model_character_view_use(); vg_tex2d_bind( player->playertex, 0 ); - shader_viewchar_uTexMain( 0 ); - shader_viewchar_uCamera( cam->transform[3] ); - shader_viewchar_uPv( cam->mtx.pv ); - shader_link_standard_ub( _shader_viewchar.id, 2 ); - glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, + shader_model_character_view_uTexMain( 0 ); + shader_model_character_view_uCamera( cam->transform[3] ); + shader_model_character_view_uPv( cam->mtx.pv ); + shader_link_standard_ub( _shader_model_character_view.id, 2 ); + glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms, player->playeravatar->sk.bone_count, 0, (float *)player->playeravatar->sk.final_mtx ); @@ -265,16 +289,8 @@ PLAYER_API void player__im_gui( player_instance *player ) vg_uictx.cursor[0] = vg.window_x; -#if 0 - player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0], - player->cam.pos[1], - player->cam.pos[2] ); -#endif - player__debugtext( 1, "%.2f %.2f %.2f (%.2f)", - player->cam.angles[0], - player->cam.angles[1], - player->cam.angles[2], - player->cam.fov); + player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) ); + player__debugtext( 1, "basis: " PRINTF_v4f( player->qbasis ) ); if( _player_im_gui[ player->subsystem ] ) _player_im_gui[ player->subsystem ]( player ); @@ -292,6 +308,12 @@ PLAYER_API void player__spawn( player_instance *player, q_identity( player->rb.q ); rb_update_transform( &player->rb ); + q_identity( player->qbasis ); + m3x3_identity( player->basis ); + m3x3_identity( player->invbasis ); + + player->subsystem = k_player_subsystem_walk; + if( _player_reset[ player->subsystem ] ) _player_reset[ player->subsystem ]( player, rp ); }